

Stasis Hunters are the secret winners of the final update due to how many new tools they got, and here's a build that showcases how much changes they got(very long thread).
While every hunter is excitedly trying out Crackshot Gunslingers and the melee focused Nightstalkers, Revenants got an insane amount of new things compared to other subclasses with this final update, making them one of the tankiest class as well as amazing at crowd control and add clear, with some single target tech if you want to spec into that, all while scaling very well into endgame due to their flow not being dependent on kills. Due to a mix of reworked aspects, new weapon options, a new set bonus that plays into them very well, and an artifact being every Revenant's dream, you should absolutely give them a try now. Be wary this is going to be very wordy due to how many changes they got.
Exotic- Mask of Fealty. Everyone knows it's power- nothing really changed for it in a vaccum, but when paired with all the other changes, it becomes monstrous with it's constantly spreading shurikens and crystals and melee refund. Also got indirectly buffed by letting you transmog over it with other heads, so you can be a fashionista.
Subclass Changes- Here's where the magic begins- All stasis subclasses now create shards intrinsically by shattering crystals, frozen enemies, or defeating slowed and frozen enemies. To compensate, Grim Harvest gives Frost Armor on picking up shards(which we get constantly), defeating enemies with stasis or kinetic weapons have a chance to shatter enemies, so that's a free explosive layer during add clear, and taking damage with frost armor now gives dodge energy, which improves our ability loops, although we don't really need it. Frost Armor also now melts off one at a time instead of all at once, so with Rime, we go from a 6 second duration before this update to a whopping 42 seconds of Frost Armor uptime, due to seven stacks peeling off one at a time. And due to how much shard sources we have, we're constantly at max.
We will run Grim Harvest for the bonuses listed above, and Winter's Shroud for the combination of free DR for a brief period upon dodging, class ability regen after slowing(which we do constantly), and the slow apply near us on dodging. Our fragments will be Rime to push us to 50% DR at max stacks, Conduction to automate the shard retrieval process and give +20 in stats, Fissures to improve the easy of chain shattering crystals due to the second shatter instance, Shards to constantly give us high grenade regen, and either Durance to improve our slow and super duration or Impetus if you want to go for DPS tech of auto reloads. We also run Glacier Grenades since crystals are such a large part of the build.
Artifact- The juiciest part. I believe Stasis is the only subclass where you can spec in a full set of artifact mods to simply focus on that subclass, with Apothecary Satchel, leading it to turboboosting Stasis with all its bonuses to a ridiculous degree. Wind Chill makes hits give us Frost Armor on landing hits with Stasis weapons, letting our kit go online in scenarios where you can't chain kills or are out of abilities to freeze, and let's hitting chilled or frozen enemies spawn shards. Crystalline Converter makes your weapon spawn shards on kill after dodging, and let's your melee create even more crystals based on the number of shards you've collected. Hail the Storm boosts shatter damage and makes them release shards that slow enemies, feeding into your abilities. Frost Renewal gives you a freeze burst when your shield breaks, which will pair with our set bonus, and gives you frost armor. Curative Orbs gives you orbs on shield breaks and makes stasis shards(which you continuously spawn) and orbs gives you health, so we have sustain to pair with our sheer amount of DR. Brain Freeze makes frozen enemies create a slowing aura, feeding our kit more, and Served Cold let's our shards give us class ability energy, if Winter's Shroud wasn't giving us enough already. The sheer amount of power this artifact gives us is ridiculous and is going quite unnoticed.
Armor- The GoA set is insane for this build. I know there's buzz around the Seraph set, but after testing both, the GoA one feels all around better for this build. The two set and four set bonus combined give us even more DR, passive very high reload bonus so we can skip reload perks, orbs giving more super, Stasis Shards giving more melee, and on our shields being broken, spawning four orbs of light for us. When paired with Frost Renewal, in tight scenarios we essentially have a get out of jail card with Recuperation healing us to max while everything around you is frozen. The sheer amount of stacks you get from shards is ridiculous, since doing nearly anything on this build spawns shards, I've hit the max cap of 100 consistently in 1-2 minutes of an activity. The reason I recommend it above Seraph? Seraph is dependent on kills and needs to be actively played around, while GoA set isn't tied to kills since there are many ways to generate stacks without them, and all the bonuses are completely passive and online all the time.
Slap Harmonic Siphon on your helmet for stasis primaries, Grenade Kickstart on gloves since shattering your Glacier will instantly give you back max armor charge again, as well as Heavy Handed for the occasional orb. Stasis Surge on boots to double dip our stasis primary and a stasis heavy, or solar surge to double dip a certain exotic special and a solar heavy, your call, as well as Elemental Surge to constantly be at max armor charge and Recuperation for even more healing and to take advantage of our shield break orbs. Aim for 100 Melee, Grenade, Class and try to push 100 Super.
Finally, let's come to weapons. Dealer's choice would be Bold Endings- Every hunter needs a hand cannon at the very end, why not pick the one representing Elsie who gave us Stasis in the first place, and the perk update has blessed us with Headstone Crystalline Corpsebloom, letting us spam stasis crystals, and the origin perk giving us super energy on kills. Also, if you detonate Headstone/Corpsebloom crystals, they count as part of the weapon, so getting kills with their shattering can trigger things like harmonic siphon, ammo generation, Crystalline Corpsebloom uptime, and Wind Chill artifact mod. It also belongs to the double burst HC archetype, which is a very high damage primary archetype, and it's major flaw of reload speed is fixed by our set bonus, to the point our reload feels snappy even without any reload perks. It has two competitors- Vulpecula and Eyasluna. Vulp can have the same roll, but belongs to a worse archetype, and it's origin perk giving it reload feels redundant when you already passively have high reload speed. Eyasluna can roll Headstone Firefly, which instantly shatters crystals it spawns, but our build actually wants to keep tactical crystals around to burst with our other toys, namely, our shurikens due to Mask of Fealty, and our special, Icebreaker. Icebreaker synergizes perfectly with the build, giving us massive burst via ignitions on crystals we constantly spawn and frozen targets, making it perfect to take down majors instantly. For our heavy, I prefer Chill Inhibitor since it's great for DPS and pairs with our surges for Bold Endings, and pairs nicely as an overload with our anti barrier Icebreaker and unstoppable Bold Endings, although you have easy unstoppable and overload from stasis already. You can also go for a solar heavy like Hezen's Vengeance to pair with the surges for Icebreaker instead.
All in all, I think Revenants are disgusting now, and are really going underappreciated. The sheer amount of new tools they have at their disposal should make you give them a try, they just have everything in one package while also scaling well into endgame while dominating casual content.
Objectively correct operators as roommates tier list, I am right, you are all wrong.
Witch Hunter or Tactician for Permafrost Bolts/Fragmentation Rounds combo?
Wondering which is more suitable. On one hand, Witch Hunter is free raw damage by cutting out parts of enemy health(especially useful in bosses due to this build not being as effective as other builds during bossing from what I've heard), and Sorcery Ward is a monstrously good ES alternative.
On the other hand, Tactician comes with easier immobilization build up, easier to fit in auras(since two button build, could fit in things like Berserk, Shard Scavenger, Eternal Rage, Herald of Ice, Overwhelming Presence, Mirage Archer, and Wind Dancer) more easily, can make use of armour/evasion for more defensive layers, and use pin as a second crowd control layer and synergy with Sine Aequo. I don't have any experience using this build, so thoughts would be helpful.
Tier list on how operators react after a heated online arguments gets a bit too personal
This is an objectively factual and correct tier list, to the point it is one of the fundamental scientific laws of the known universe, if you disagree with it you will explode eventually. I didn't make the rules.